"Diminishing return" system for wvw cc trains
The only problem is immobilize, not sure the entire system needs overhauled to compensate for ANET messing up by making them stack duration.
Diminishing returns are one of the worst things that can happen for a pvp game.
A passive solution, when there already are plenty of ways to counter act them.
DRs are passive often hidden immunity, making using skill non reliable. If skills do not do what they are expected to do, how can you have a good pvp experience.
They take a whole venue of skill away from game, lockdown -> dmg.
YOU choose to break the stunchain, not diminishing returns. They turn fights into pure DPS vs DPS. Or DPS vs healers shooting gallerys as in many other games.
If CC chains are problem, then we must reduce the duration of skills with overpowered durations or too low cooldowns. Or give players more tools to break them. DRs are the WORST solution.
If they made us immune to stuns, when we are under a stun. So people have to time their stuns properly one after another. Instead of overlapping them. Often leaving room for a dodge. That would already be huge.
(edited by Sabull.5670)
This makes nonsense, 2/3 of the guild need to play guardian for other classes to be effective then ?(except warrior which has its own long duration stability) We are already using at least one guardian in parties but one guardian(or maybe mesmer) can only grant low-duration stability to party. This can only prevent the first impact, then ? This is like saying play as warrior-guardian to counter cc train. Yeah, death to other classes, play guardian-warrior only in every aspect of the game.
Organise your parties. Do not put eles/mesmers/thiefs/etc in a party with a guard. This classes don’t need Stability, they should avoid CC with good positioning. Positioning is the most important thing for a good backline. And all these proffesions have enough stunbreakers if they are fokussed by the CC-Train of the enemy.
Then put 2 guards in every party with the proffesions which need stability.
If we had enough guards in a small scale guild… Btw I’m not seeking for advice here, I already know all of these, please read my previous messages. This is a suggestion to improve current wvw raid population-scale balance and class balance. If you and your guild mostly play guard/warrior and doing large scale raids it’s already ok. But guardian-warrior dependence of the game because of ccs is just wrong. DR system won’t prevent ccs, it will only prevent spam and abuse of it. So player groups and guilds will need more timing and tactical skill to use ccs. Mindlessly spamming all ready cc skills on raid-leader and insta-winning with numbers isn’t a skill, even no human needed, bots can do this.
@ Sabull:
Hmm, good thought, but do you really think a skilled, well planned timed lockdown once or twice during a fight instead of spamable lockdown on key targets every few seconds or stacking immunity without penalty due to DR would be bad for the game? I heavily disagree.
Your idea to start with duration of tba-skills is not bad, but it is not punishing the spam, DR however is.
Best regards
[Buka] Mojo Monkey Man
Kodash
Diminishing returns are one of the worst things that can happen for a pvp game.
A passive solution, when there already are plenty of ways to counter act them.DRs are passive often hidden immunity, making using skill non reliable. If skills do not do what they are expected to do, how can you have a good pvp experience.
They take a whole venue of skill away from game, lockdown -> dmg.YOU choose to break the stunchain, not diminishing returns. They turn fights into pure DPS vs DPS. Or DPS vs healers shooting gallerys as in many other games.
If CC chains are problem, then we must reduce the duration of skills with overpowered durations or too low cooldowns. Or give players more tools to break them. DRs are the WORST solution.
You have a point. Having better counter abilities with low cooldowns(same as cc cooldowns) for every class is also an option to improve current class balance against ccs and dependency to guard-war master classes. I like constructive comments like this instead of dry opposition.
But I don’t agree on this point :
If skills do not do what they are expected to do, how can you have a good pvp experience.
Well, if you are using a condition build and your skills get instantly cleansed without dealing damage(because of continuous aoe cleanse), if you are using cc skill against a player with stability and it doesn’t deal cc effect… In these example situations(and much more) skills aren’t doing expected effect too. This isn’t spvp, it’s a massive scale fight and many skills don’t do their expected effect because of the massive change in variable situations. In 1v1 or spvp these situations are more predictable. Currently most guaranteed effects are ccs because of the lack/deficiency of counter abilities.
uhh tell me how your 15-20 man raid does against a 5-10 man group…. lol.
Either 1.) Get more people
or
2.) Don’t fight them
oh and
3.) L2 Not get CC’ed
If only they had some food or attachments to armor that did this.
No one has addressed the point that it’s not the warrior ccs (hammer stuns) that are a problem, it’s the guardian wards that require stability to get out off, AND WHICH WONT BE AFFECTED AT ALL BY ANY CC NERFS, that are an issue in the blob bomb spams.
Immob + Guard ward spam will lock down an entire zerg since they don’t have an AOE cap, and if no stability is popped off during that time, expect heavy AOE damage to be raining down on the area and killing everyone caught in it. That’s how most organised guild groups operate.
Agreed – would love to see this implemented.
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)